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Gedonia News

Update 0.47a

Hello everyone! The game was just updated with version 0.47a

It's a pretty substantial update, that focuses on completely reworking the beginning of the game and the first 1-2 hours of playtime.
I've made original starting zones back in 2019, when actual gameplay of the game was a whole lot different. Most of you probably don't know, but the game originally had battle system similar to old RPGs or MMOs, which was basically autoattack with some abilities and battle pause. There were almost no advanced traversal abilities, and the world was much more flat. Later down the line, the gameplay was changed, but original zones stayed the same. Additionally, I wasn't as experienced in designing open world zones, as I am now. I am no expert by any means, but atleast I better understand things like zone flow, zones of influence, signposting for points of interest etc. If you played the game till the end, you might have noticed that later zones are much better to explore, that the first one.

The problem was that a lot of new players made their mind about the game by judging it over the starting zone, which was the weakest one at that moment. So that's why decided to put a huge effort into remaking it. Basically, the zone is completelly different now. The layout is changed, enemies and resources are changed, Overgrown cave was remade, I've added new caves, new challenges, new world bosses and rewards. Quests were changed a lot too. Now, originally, my thought process of making them was to have a couple of simple ones at the start to be sort of a "tutorial" ones for game mechanics. These are the quests about fixing the well, killing a bear, getting a horse. But what happened is they ended up just being underwhelming and forgettable, while the players learned game mechanics themselves fairly easy. So i decided to rework them, add few story beats and cutscenes to them, remove ones which I considered not worth keeping, and overall make them more exciting at the start. Hope it worked out well enough.

Second zone (Golden Forest) didn't receive as huge reworking as the starting one, I've added a few details and points of interest here and there, but overall it stayed the same. I think it now works better after the first one, because the first one is more different and makes a better contrast between them.

[h2]Other changes:[/h2]

  • You can now travel with waypoints only when you stand on one. I decided to nerf waypoints that way, not only because it made travelling too easy, which made the world feel small, but, more than that, it made abilities like teleportation and items like homing stone basically useless. I never actually intended to make them like this, it was an oversight that I decided to keep at the time.
  • Fixed animation bug with Star walker and lightning mage skeletons
  • Blood demon now attacks with mouse hold, not click. It also receives melee bonuses, similar to werewolf
  • Fixed the bug when assigned abilities used skill level 1 after loading a game
  • Fixed potatoes not giving cooking bonuses
  • Fixing climbing down ladder animation
  • Fixed assigning on Mouse buttons 4 and 5
  • Fixed few small bugs and issues


[h2]What's next?[/h2]
I plan to do pretty big gameplay update next. A lot of issues of high-level scaling piled up, basically a lot of mechanics were working fine at lower levels, but then became overpowered or obsolete at high levels with endgame gear. Working on modding is going well too. I am still early, so I can't show much yet, but I've figured a lot of UI choices and mechanics that I plan to do, so I might introduce the first part in one of the next couple of updates.

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

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links:

Update 0.43a

Hello everyone! The game was just updated with version 0.43a. I wasn't really planning to update it now, but due to the huge amount of feedback I recieved recently, I decided to go ahead and do it. I'm in the middle of converting a starting zone of the game, so you will see some gameplay changes earlier, than I intended.

List of changes:

  • After changing magic overload spell recently, I didn't accounted how it would work with summons, which made them too powerful. Now, after using magic overload with summons, you will receive aditional mana draining effect, that will cancel magic overload if you lose your current mana.
  • Minimap will now be stationary, and only player icon will be rotating
  • Elemental attack and focus the element will no longer accidentally target things behind player's back
  • Focus the element gets an effect, when focus the element mastery activates
  • Applying any element will now cancel it, if it's already applied. No need to cancel the buff manually now
  • Magic obelisks will now be visually different, if used already
  • Added sort inventory button
  • Added a way to respec companions with oblivion potion (in companion window)
  • You can now disable interface with O
  • Instruments for crafting like pickaxe or blacksmith hammer were removed from the game. This was one of the changes I planned to introduce in the next big update. While a decent RP element, if we talk about gameplay, these things only take inventory space and prevent new players from gathering/crafting right away. So i decided to remove them.
  • Fixed a lot of controller implementation problems
  • Fly attack (elemental attack with nature element) will no longer attack companions, also it was too powerful so I reduced its damage a bit
  • Fixed bugs with horse mounting and main story starts
  • Fixed bugs with assigned items on 4,5,6,7 keys being changed after saving/loading
  • Fixed few interface and small gameplay bugs


Check out my youtube channel (I might post previews of new updates there, or might not):
https://www.youtube.com/channel/UCMfMlahJzjpMeLrrfRvL05A

I also plan to stream Gedonia development on twitch sometimes, so you can follow me there
https://www.twitch.tv/kazakovoleg

Check out our social media links:

Patch 0.42g

  • Fixed mana cost effect of magic overload
  • changed epoic staff of arcane concentration

Patch 0.42f

The game was just updated with patch 0.42f

  • Added voice audio toggle
  • Healing prayer improved, now it heals player and all damaged companions automatically, the more companions are getting healed, the more mana it requires.
  • Magic overload was reworked. After thorough testing, I felt that it's not very convinient to use, and also very stressful and spammy. I\ve reworked it, so it applies for 5 minutes, has only 3 more powerful stacks with mastery skill, and increases spell mana cost instead of draining mana each second
  • Tap into blood skill nerfed, now it drains more health if you use it too often
  • Invoked elemental now scales better with magic power, which makes him more durable and deal more damage
  • Hold breath now has 3rd level of ability with more damage bonus and longer duration
  • Fixed few small bugs and issues

Update 0.42a

Hello everyone! The game was just updated with version 0.42a:

Epic faction quests


An epic quest was added for each faction. You will need to complete faction questline to start it, and level 40 at minimum. These will allow you to purchase a few epic accessories and weapons, in addition to those in Darklands.

Other changes:

  • Added new mount to tame, final for now, which means that you can complete mounts achievement. Look for it in Darklands.
  • Most faction leaders now have more unique look to them, and unique voicelines
  • New merchant Ergo arrived in Ertoron, who will sell you a few new unique trinkets
  • In arena mode, gladiators now have increased damage and health, high-level crafting recipes were added for purchase, and you can now pick between three types of waves to deal with
  • A few optimizations for Darklands were added
  • Weapon and armor hardening now correctly works iwth companions
  • Archer epic tier set bonus now also increases damage of rain of arrows
  • Werewolf improvements:
    1. Werewolf now can crit, and improves attack speed from attack speed stat
    2. Rage, armor piercing, dodge and rend passives now work with werewolf
    3. Werewolf epic tier set bonus also makes you invulnerable to knock and regenerates hp
  • Bark and thorns ability was changed. I found it too similar to energy shield, only better in every way. So, now it works differently - it only applies for 30 seconds, with cooldown of 60 seconds, and absorbs and deals more damage, costs less mana
  • Now if you attack NPCs with friendly and honored reputations, they will never attack you back. This was made to make world events easier. Still, if you keep killing them outside of events, you will lose rep
  • Added save deletion from game
  • Arcane beam now correctly improves damage on level 2 of ability
  • Crafting window will now show the amount of your resources, in addition to required resources
  • Fixed few small bugs and issues


Mod support update


At this point I decided about mod support in the future. I will start to slowly introduce modding tools with the next big update. At some point, I will finish all planned content I wanted to add, and just focus on polishing the game for full release, which means no new content for a while. So, I want mod tools to be live at this stage, so there would be something for you guys to experiment with. I plan to add mod support in 3 stages:
  1. Basic editor tools, placing props and buildings in the world, custom items and NPCs (enemies and NPCs with dialogue).
  2. Custom dungeons creation, using procedural generation as a template, with a bunch of interactable objects to add for puzzle creation
  3. Custom quests with simple trigger and logic system


As you can see, the mod tools will be quite limited, compared to something like Bethesda games. That's because of the limitations of the engine, which makes it really hard to add custom models, animations and advanced scripting. Although it's not impossible, and I will definetely look into this, but can't promise anything yet. On the flip side, I will try to make these tools more accessible than usual mod tools, and with a wide range of options to choose. Please leave your ideas of what you want to be added for mod tools in the comments.

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: