The game was just updated with version 0.5a, introducing first part of planned mod support for the game.
Part 1 of modding
This is very exciting for me, because the community will finally start to add something to the game, other than the feedback ofcourse, and I am excited and nervous to see what you will come up with, even with these limited for now instruments. Right now you will be able to create your own mod files, upload them to the steam workshop, and rate and discuss them there. Modding is not localized at the moment.
I've made a small tutorial video that explains the process of creating simple piece of content:
[previewyoutube="1NyMBM9Hy8M;full"]
After you create your mod, use Upload button to upload it to workshop. If you want to download mods of others, you will need to Subscribe to them in teh workshop, then relaunch the game and enter mods interface to activate mods in-game. Please note that Steam will need few minutes to download mod files. It will start downloading when you enter mod section, but you might not be able to see them there first time. Good way to do this would be enter the mod section after you subscribe, wait a few minutes then re-enter it seconds time. That way you should be able to see downloaded mods.
Modding support roadmap
Here is current planned roadmap for mod support. I have a couple of ideas for advanced features beyond that, but I'm not sure if I would be able to implement them yet, so I decided to not include them in the roadmap at this moment. I will introduce these parts along with basic game updates, or splice them between main updates. The idea is that you should be able to have full mod support by the time the game enters polishing phase.
I've created steam topic to discuss this roadmap. Please remember that I am really limited by the engine, so some advanced stuff like scripting might be hard to implement, although I will look into this ofcourse.
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 0.49a
Hello everyone! The game was just updated with version 0.49a
I've finally replaced children models, which I've been using as a placeholder since like 2019. They've been crude and ugly, and a bunch of youtubers made fun of them, putting them on their thumbnails and stuff like that. Now, new models are great, and children look very cute.
I've changed camera controls, now it only rotates the character if he is moving around. This is an industry standart, and not making this for so long was a huge mistake.
New crafting type was added - weaponcrafting. Originally I was thinking of making weapons obtained only through world, but the drops were a little inconsistent, which created situations where players used low-level weapons in much more high-level zones, just because they couldn't find better weapons. This crafting is used to improve this problem. Weapons there are all with bonus health and are a little weaker damage-wise, so you still need to find weapon drops. Epic weapon crafts might be added in the future. Also Added trees that can be chopped in the zones to get wood resource.
I've nerfed flying skill a little, and changed its mechanics. Now it requires more mana, and it's a little harder to drink water during flying because of it's changed mechanics, although it's still possible. Flying also has lower speed on lower levels of the ability.
Enemies now have AI that predicts player movement, which makes it harder just running it circles around them without getting any damage. The amount of prediction also not the same for all enemies, agile enemies do it better than huge brutes. Prediction amount increases with difficulty.
Added an interface option to hide battle ui when you are out of battle
Fixed knockdown animation breaking for enemies, when it was overriden by simpler animation
Skeletons and abominations health and damage scaling was rebalanced, now skeletons are weaker on higher levels, and abominations are stronger
Magic overload mana price increased on level 3, magic overload now gets additional bonuses from intellect stat, which makes it much weaker for lower int characters
Fixed bark and thorns scaling, it doesnt get magic overload bonuses now, but scales off player level a little. Fixed bug with its duration resetting
Poisons now deal damage faster, and last less time. Also poisons now scale depending on players level
Dual daggers attack animations now correctly scale of attack speed
Bow shooting speed now correctly scales of attack speed
Magic casting animations now scale of attack speed
Focus the element buff with beast element now doesn't scale of magic overload
Beast attack damage scale was reduced on higher levels
Fly attack damage scale also slightly reduced
Dual weapons damage reduction is increased from -20% to -33%
Stamina and mana amounts were decreased by about 20% on higher tiers of armor
Ground slam with 4 strength now ignores enemies collision while falling, which makes it easier to use. It also requires less stamina to do
Enchanting weapons (by crafting) now works correctly with bows
You can now add alternative armor improvements with blacksmithing hardening, called enforcements
Werewolf now scales off magic overload betterm but its mana consumption is increased, if magic overload is applied
Focus the element crit damage is now 150% instead of 200%
Arrows are now bought in packs of 5 or 3 for the same price instead of 1 arrow
Blood demon now uses blood spikes skill
Blood spikes skill now has internal cooldown for causing effects on enemies or the player, which makes it a little less overpowered but still powerful
Execute wont trigger when you are in werewolf or blood demon form anymore
Swamp demons speed decreased
Homing stone has 2 minute cooldown now
Fixed few small bugs and issues
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 0.47a
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.
Other changes:
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
What's next?
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:
Werewolf now can crit, and improves attack speed from attack speed stat
Rage, armor piercing, dodge and rend passives now work with werewolf
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:
Basic editor tools, placing props and buildings in the world, custom items and NPCs (enemies and NPCs with dialogue).
Custom dungeons creation, using procedural generation as a template, with a bunch of interactable objects to add for puzzle creation
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:
Update 0.4a
Greetings everyone! The game was updated with version 0.4a
Darklands zone
The Darklands is the final endgame zone planned for the game during Early Access. It's for the level 45-50, well equipped and experienced players, and offers biggest challenge and the best rewards available in the game currently. The zone contains:
5 smaller dungeons
1 giant endgame dungeon called Citadel of evil
3 world bosses
5 world events that require completion before you can unlock citadel of evil
A bunch of high-level craftin resources
Epic armor sets
Twelve new epic sets of armor were added to the game, which you can get from Darklands dungeons and World Bosses. These should work for most of the playstyles in the game, and can be combined with crafting items and between each other to arrive to the best bonuses you need. A number of epic weapons were also added, but some of them will still be added in the future for epic faction quests
Achievements
You can now get steam achievements in the game. Right now 16 were added, and a couple of them (like mounts achievment) aren't reachable because some of the content is still missing, but you still should be able to get most of them.
Other changes:
Added a few buidlings and interesting places in the mountains on the edge of the map
Improved reward for the lasers mystery in Volflar
Companions can now be equipped with necklaces and rings, slots will be unlocked with higher levels
Friendly NPCs will now warn you if you attack them
Master of elements trinket was balanced
Reworked arena for Desert temple spider boss
Frozen arrow freeze duration reduced to 10 seconds
Dog companion rage buff now increases attack damage instead of attack speed
Fixed the bug with assassin quest in Golden forest
Fixed position of staffs on player's back
Fixed the bug with mouse button 4 and mouse button 5 not binding
Fixed a couple of small 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:
Patch 0.37b
Hello everyone! The game was updated with a small patch 0.37b
One of the biggest issues for the game for a long time was gamepad drifting. This was happening, because sometimes old/faulty gamepads or some kind of software emulators were giving a weak input signal to the game, which resulted in camera constantly turning, which made the game unplayable. I wasn't able to reproduce and fix his bug before, because none of the gamepads I tried had this issue. Thankfully I managed to find old booltleg gamepad that had, I made a couple of improvements to fix this. First of all, I've separated axes for mouse and gamepad, so you wouldn't use the signal, even if you had one. Also, I've added a deadzone option in the gameplay and input options, so now, if you are using gamepad and have this issue, you can increase deadzone number to try to remedy that.
Other changes:
Added an option to hide helmet and cloak
Stunning an enemy now correctly breaks his attack animation
Fixed the bug with high level armor hardening
Fixed the bug with enchanted forest map not enabling by default in this zone
Update 0.37a
Hello everyone! The game was just updated with version 0.37a
This is a fairly small update, that adds new main story chapter and rings a few small improvements.
Full list of improvements:
Bark and thorns damage absorb amount slightly reduced, and cooldown is increased to 15 seconds
Charm passive now has 75% chance to fail, while used on bosses
Fixed the bug with windows panels opening while you type new character name
Fixed huge knockdown effects not working on the character
Bloody skeleton summons now correctly heal player
Dragon world bosses are now respawnable
Fixed the bug when music wasnt triggering in caves sometimes
Fixed the bug when you couldn't join Seers after finishing Barbarian faction quest chain
Enchant weapon element cooldown reduced to 15 seconds
You can now bring camera farther from the player with scrollwheel
You can now increase world view distance to gigantic (might be very heavy on your pc)
Fixed few small 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