Gedonia cover
Gedonia screenshot
Genre: Role-playing (RPG), Adventure

Gedonia

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.

Gameplay changes and new stuff




  • 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


Bugfixes




  • 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


Modding support part 3



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




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
  • Fixed few grammatical errors, small bugs and UI flaws


Current plans



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.

Expeditions



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.



Runic forge




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.


Armor painting and collectables


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.

New dungeon - Ancient Volflar Temple





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


Roadmap to 1.0





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.

Future of dungeons mode



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:





Update 0.56a

Hello everyone!

The game was just updated with version 0.56a:

Modding part 2: quests



You can now addcustom quests in modding. I've made a tutorial to explain the basics of it.

[previewyoutube="QtqOuyz89bc;full"]


Other changes:




  • You can now cast some of the abilities directly from spellbook, without dragging them to the bar. This is made to free more ability slots from the spells that you don't use often in a fight
  • Slow time ability is reworked and it is now slows enemies and projectiles in certain radius
  • New items flint and camp added to the merchants in first two villages and near player house. They will allow you to create campfires for cooking and camps for sleeping when you travel.
  • All element buffs now last 30 minutes instead of 10
  • Fixed graphical glitches with the ocean
  • Fixed few problems with platforming in Volflar tower
  • Added animations for eating and drinking, better animation for dropping from a huge heights, new effect for sprint starting, smoother walking animations
  • Added better effects for gathering resources like ore/wood etc.
  • In building mode the items you are going to delete will now be highlithed on mouse hover
  • Fixed few bugs and issues



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:

Patсh 0.54e

Hello everyone!

I am finally back at work. My situation is somewhat stable now, although I am still uncertain about the future. For more info please check out our discord. Thank you for your support and kind words, I really appreciate that.

The game was updated with patch 0.54d


  • You can now rebind sit/descend button. Also I finally completed sit down functionality, which I was planning to implement since first prototypes, and completely forgot about. So yeah, you can now sit with X button. it doesnt really do anything, more of an rp function
  • fixed few graphical glitches and bugs
  • YOu won't use companion control button, while mounted now
  • Improved camera clipping behavior in interiors
  • Fixed few bugs with mods
  • Bandit survivors in enchanted forest quest now have aggro dialogue option
  • Fixed few bugs with cutscenes


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:

An important news regarding the future of the game

Hey everyone. There is something really important I need you to read.
I never thought that I would be writing this, but here I am. Because of the all the madness that is happening in the world, I am not sure about my future, future of my family and the future of the game.
Our s**t government screwed us over once again.

I am starting to realize that immigrating to other country might be only way. It seems like I might not be able to live in this country anymore.
It's an enormous stress to me and my family, and I wanted to ask for your support. I still want to continue work on Gedonia, I want to finish it and to make the game I always wanted to make.

If you want to support me , please join our discord, and look for pinned message

http://discord.gg/XQjSzCN

I've written ways you can help there.

Thank you.

Update 0.54a

Hello everyone! The game was just updated with version 0.54a.

Main story ending



I've finished the main storyline, and you can now complete it and get main story achievement. Looking back at it, I didn't manage to make the same exact way I was imagining it in my head back when I wrote it, but it's the best one I could realistically create. I hope you like it.

Transitioning from alpha to beta



With that update I officially transition game from alpha stage to beta. Overall, these words are arbitrary, but for it just means that I finished all the basic content I originally planned for the game at this point, and everything seems playable for the most part, so in the future it will be additional content and polishing/bug fixes. I will update you all on my plans for additional content in the near future, so stay tuned for that.

Other stuff:


  • Main menu now additionally shows current mount of your last saved character, not just equipment.
  • I've added a whole world map for the game. Some of the stuff there is just world building, and some stuff might come later as part of the additional content I talked about.
  • Right clicking on the map will now return you to the world map part, and you can click between zones there.
  • Shift+V now has 10 sec cooldown
  • Interface disable button now works with Alt pressed only
  • Fixed a ton of different bugs and interface issues


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:

Patch 0.51a

A game was just updated with version 0.51a



  • I've added physical and magical damage absorb stats for the armor. These are basically meant to differentiate heavy armor from leather and cloth on lower levels, because on level 5 for example there is no real difference between 1% and 3% damage reduction. On the higher levels of items, these values are less significant
  • Increased enemy knockback distance, some of the animations still need to be changed
  • Fixed a lot of small bugs in open world
  • Added parts category for modding tools, and fixed few bugs with mods