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Gedonia News

Update 0.29a

Hello everyone! The game was just updated with version 0.29a.

[h2]Dungeon mode update[/h2]

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.

[h3]Reworking maps[/h3]

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


[h3]Reworking blessings system[/h3]

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


[h3]Other changes to the dungeon mode[/h3]

  • 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.



[h2]Other changes[/h2]

  • 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


[h2]Multiplayer info[/h2]

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
  • Fixed the bug with wrong rotation of dual weapon
  • Fixed few small bugs

Patch 0.28d

The game was updated with version 0.28d:

  1. Holy hammer cooldown reduced to 5 seconds, and mana cost is increased to 40 mana
  2. You can now disable debug messages in the main menu, if you don't want to receive them
  3. Fixed the bug with honored reputation not showing as max
  4. Added paladin helmet to holy monastery intendant
  5. You can now see duration of each applied effect. Fixed the bug when effects refreshed their duration after save/load
  6. 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:

[h2]Engine update[/h2]

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.

[h2]Removing crafting trainers and recipes from the game[/h2]

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.

[h2]Updates:[/h2]

  • 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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