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Update 0.7a - modding support part 3, lot of small changes

Hello everyone! I am still working part time, which is why and I've been making this patch longer that usual. I hope I will be able to return to normal work schedule in next couple of weeks.

[h2]Gameplay changes and new stuff[/h2]

  • Added a couple of new alchemy recipes and epic weapon crafts
  • Added more travellers around the world, and also more effects/critters, more animations for NPCs in cities
  • Added angular roofs and fireplace to the building blocks in house building
  • A couple of new cutscenes for secondary quests
  • New types of expeditions and new epic backpack can be dropped as a reward
  • Your melee weapon will now impact normal items in the world (rocks/grass) with small impact effects
  • One of the mistakes I made at the beginning of the development was to put Audio Listener script on the camera, instead of a player himself. This made audio really inconsistent, depending on the camera position. Now this was fixed. The sounds should all be more consistent, if they are too loud for you, you can reduce them in audio settings in options.
  • Added a couple of new world events into the game. Some of these are marked on the map, some you might have to search or encounter organically during the game
  • All experience received is reduced for about 10% to prevent overleveling
  • Defence elixir armor amount is reduced
  • Steel arrows in crafting replaced with mithril arrows
  • Angry strikes healing now heals player over time.
  • Rend effect can now be stacked multiple times
  • Werewolf form now sill start draining mana only 10 seconds after entering it
  • Weapon and shield enchants now lasts much longer
  • After completing main storyline you can now go to the Ernest's house and recruit both Ernest and Wyanna as companions. Wyanna is an excellent archer and Ernest has a lot of potions that will buff your party
  • Main menu background will now also show your companions


[h2]Bugfixes[/h2]

  • Fixed the bug with bosses losing aggro after reloading the game
  • Fixed archery challenge not respawning
  • Fixed obelisk in the swamp respawning
  • Fixed wizard in the starting zone clipping through the walls during fights
  • Fixed the bugs with navmesh breaking sometimes
  • Fixed issue with interface windows overlapping crafting window
  • Fixed bug with items in Unbearable quest not saving correctly
  • Player chests now easier to target in player house
  • Fixed a bunch of bugs with expeditions
  • Fixed a ton of visual, interface bugs


[h2]Modding support part 3[/h2]

I've added an option to add instanced dungeons in the game. Please watch tutorial video below:

[previewyoutube][/previewyoutube]


I've also added a way to disable/enable dialog options through triggers, similar to quest making.

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

Check out our social media links:

Update 0.61a

Hello everyone!

The game was just updated with version 0.61a

  • Fixed few bugs with expeditions not working, and their saving/loading being broken
  • Fixed the bug with chest armor not being able to be colored on female characters
  • Fixed visual bug with arms not showing correctly while aiming the bow
  • Fixed the bug with arrow in hand staying while the weapon is put away
  • Fixed few bugs with characters falling through floor while loading a dungeon
  • Fixed incorrect tooltip on potions/food which decrease accuracy and movement speed
  • Max lvl in arena mode is increased to 70
  • Fixed the bug with sprint staying activated while using flight
  • Fixed the bug with being unable to equip dual weapons from gamepad
  • Fixed issue of enemies sometimes not attacking player after killing all companions
  • Added sell junk button
  • Added brightness slider
  • Fixed few grammatical errors, small bugs and UI flaws


[h2]Current plans[/h2]

Right now I am planning to slow down development of the game during this summer. As I've said before, I will need to take these few months to have a rest and deal with some health problems I've got. I will still add small bugfixes and try to add more modding support, but nothing major other than that.

I plan to return to development with full force in September.

Stay tuned for news and thank you for your support!

Update 0.60a

Hello everyone!

The game was updated with version 0.60a

This is the first of the few endgame patches I plan to add to the game, which will hopefully give a lot of repeatable endgame content for high-level players. Max level in open world is increased to 70, and I plan to increase it more with new content patches.

[h2]Expeditions[/h2]

Expeditions is a new type of randomly generated events, that you can participate in. To start, you need to take new "Wars of the past" quest, which can be found near Explorers camp in the Golden Forest. During this quest you will be able to activate different expeditions all over the map, which will reward you with different loot. Expeditions respawn every two hours.



[h2]Runic forge[/h2]


After you complete an expedition event, you will get a chest with loot, which will contain different runes. These runes can be used to improve your abilities in four different ways, and will allow you to progress your character and tune your build even more.


[h2]Armor painting and collectables[/h2]
After beating expeditions you will also receive armor paint, that will allow you to change color schemes of your armor on special coloring tables, which can be found in Ertoron or near Explorers camp. Also you will get different fun collectables like pets or musical instruments that will give you different buffs.

[h2]New dungeon - Ancient Volflar Temple[/h2]



After you complete enough expeditions, you will be able to access new endgame dungeon and get a new epic armor set for characters with a lot of companions

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


Thank you for your support!

Check out our social media links:

Patch 0.57e

Hello everyone!

I am hard at work on a new huge update, but meanwhile I needed to put this small update with a couple of critical fixes. The biggest change for this update are sets of royal armor, that can be bough for gold in Ertoron. These are meant for better equipment past level 30 for characters without crafting skills. They are worse that Tier3 crafting armor, but still can be a good replacement past faction rep armor and before darklands armor.



I also nerfed health and damage stats on epic armor sets for about 10-15%, because while designing new content, I found out that they were too powerful and it was hard to design challenging content for 50+ levels.

I also wanted to tease a little bit from a new patch, with a couple of new models that were made:


Stay tuned, a lot of cool stuff is coming!

Update 0.57a

Hello everyone! The game was just updated with version 0.57a

  • You now have attack toggle in reputations tab that will allow you to fight friendly factions
  • Something I was planning to add for a long time. Now your companions will from time to time make a comments about events around them - killing a boss, getting a godd item, leveling up etc.
  • Added new bar for blood magic healing amount. This parameter was hidden before, but now you will be able to see how many heals with blood magic you have left
  • Added Kainite and Adonite arrows in crafting
  • Added search bar in loading window in main menu
  • Fixed few bugs and issues


[h2]Roadmap to 1.0[/h2]



This will be a final roadmap for game development. One of the biggest problems in the game for me is that after getting epic item sets there isn't any real challenging content for the people who still would like to continue to play the game. That's what I am planning to fix with these future updates. I plan to implement few fun progression systems and challenging enemies to deal with, so, you can hopefully play you character for a long time.
I'm not setting any deadlines again, because I want to focus on making it all good, and with all the crazy stuff happening in the world right now, there is a lot of uncertainty of what is goiing to happen in the future. Currently I plan to release in 1.0 at the end of 2022-beginning of 2023, and I would be happy if I managed to do it.

I also plan to give myself a vacation for a couple of months during this summer, because I didn't have a proper one for years, working on this game required a lot of effort from me, and I need to deal with a few small health problems which piled up already during these couple of years.

Mod support implementation will go accordingly to the modding roadmap, and new parts of modding support will be released along or between main content patches.

[h2]Future of dungeons mode[/h2]

Originally I was planning dungeons mode to be a small buffer mode for players who are waiting between updates for the main, open world mode. It's been through a couple of iterations during development, and right now it's much more interesting than before. However, I'm still not happy with it. I've been thinking what I would've wanted to do with this mode, and come up to the conclusion that I would need to remake it again from the ground up, with a lot of development time spent on it. I would rather focus this dev time on open world mode, and not spread out my resources too thin. So, the dungeons mode will receive a couple of small bug fixes, it will stay the same during early access period, and then, closer to release, I'm going to shelve it and arena modes from main mode selection to separate bonus section. You will still be able to access it, and I don't want to delete it. Also I would use some of the work I've done on it to enrich open world experience.

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


Thank you for your support!

Check out our social media links: