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

Gedonia

Update 0.36c

The game was updated with a small patch 0.36c:


  • It's easier to hit more enemies with energy beam now
  • Shadowstep is now intended to work out of stealth, but you can only use backstabbing once per 10 seconds while not in stealth
  • Improving speech skill will now reward you with bonus stamina
  • Invoke lemental changed - now instead of transforming you into elemental, it will summon a powerful elemental for a limited time.
  • Fixed a couple of small bugs and issues


Update 0.36a

The game was just updated with version 0.36a


  • Mounts system! You can now get different mounts and change between them by clicking small mount change icon below current mount icon
  • 6 new mounts added with different types of movement and abilities
  • 2 new dragon world bosses added. (Look for them in the mountains)
  • Added high level cooking recipe - baked dragon meat
  • New enchanted forest event to get more Seers reputation


Fixes:

  • Fixed camera focus enemy change priority (now the camera wil have more chance on fixing on closer enemies)
  • Fixed tunnel and platforms in overgrown temple to make it a little easier to complete
  • Fixed missed death animations of some goblins
  • Fixed missed collider on top of the floor of magic academy
  • Fixed healing spirits from desert temple boss not being able to be killed (and dark spheres from dungeon mode)
  • Fixed wrong sizing of blood effects while executing enemies
  • Fixed weapon of stone guardian in Volflar
  • Fixed model in gift from the sky quest cutscene
  • Fixed Firewood escape cutscene



My current plans



I wanted to talk a little about Early Access development of the game and the next stage of my roadmap. First of all, originally, I planned to do epic faction questlines after this update, but I decided to move it little further down the line, because some of the quests would involve using the Darklands zone. I will post roadmap stage 3 without approximate dates, because I want to take all the time I need to make them as best as I can, and I don't want to think about deadlines on them.



Speaking of deadlines, I've changed Early Access Info on the Steam page. Originally I planned to complete a game in 14-18 months, but the development took a little bit longer, and I want to make the game as best as it can be before releasing it into full release, so that's why I wrote a new timeline of about 2-3 years.
I also changed my original plans to make a game have the same price after release. Now I am planning to slightly increase pricing of the game after full release (it will cost 15$ most likely), mainly because I have huge plans for post-release support of the game with expansive content packs which will all be free, so I hope you will find the game worth its price.
I will tell you more about post-release content updates closer to full release itself.




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 0.35e

The game was just updated with version 0.35e. Here is a list of the changes and fixes I implemented in this and all previous patches since 0.35a:


  • Fixed controller not working when growing plants/ore/animals on your farm
  • Fixed hardening not improving bow damages
  • Fixed wrong ranged damage values in russian items tooltips
  • Fixed weapons clipping with shields while sneathed
  • fixed waypoint in Volflar fields being udnerground
  • Fixed some of the quests not working in Seers faction questline, and Seers faction merchant not talking
  • Improved a tunnel to use Energetic sprout in overgrown temple
  • Fixed some boss fights in overgrown temple
  • Fixed bugs with jornal not showing quest info properly

Update 0.35a

Hello everyone!

The game was just updated with massive patch 0.35a.

Enchanted forest





Enchanted forest is a new level 30-40 zone, which will be the last leveling zone for the game. Final zone, Darklands will be a pure endgame zone. The zone is finished for about 80%, I still plan to add a few things for it in the next update.

The zone contains:


  • 4 new quests
  • 2 world bosses
  • a bunch of new resources, chests and obelisks to gather
  • a new cave with farmable monsters and resources
  • new temple dungeon with a few interestin bosses and a cool new little gimmick


There will also be a couple of world events and mysteries added for this zone in the future, I wasn't able to include them now because of some life stuff


Seers




Seers are a new faction added to the game. They inhabit the enchanted forest, and they are quite friendly on their own, but a little shy I guess. I had the idea for their race since first day I was working on the game, and I am happy how they turned out. They are allies with barbarians, and you will be able to join them with simple faction quest chain and purchase some cool equipment from their faction merchant.

Mortling Hold





Mortling Hold is a new dungeon, which is located separately from main zones, at the south-eastern corner of the map. It's an old warrior fortress, that was desecrated by the evil of the Darklands, and was uninhabited by a long time. Enemies there are the toughest in the game at the moment, and they are also drop some of the high-level crafting resources, that are required for the best crafting in the game.

Other:

  • You are now will be able to start crafting some epic items. The list of these items is fairly small at the moment, but it will be expanded in the future.
  • Added mouse acceleration option
  • Fixed the bug with lightning attack sometimes not triggering
  • Fixed the bug with journal not showing active quests with a lot of quests completed
  • Fixed the bug with walls and floors not deleting in bulding mode
  • Fixed the bug with enchant weapon effect not disappearing on sneathing weapon
  • Flying enemies will fall onto the ground upon death
  • 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

Check out our social media links:

Update 0.34a

Hello everyone!
The game was just updated with version 0.34a:


  • A new block of main story was added to the game up to level 20
  • I started to replace voice acting in the game, the first one is voiceover for main player male. New perfomance is a little more calm and mature, and I think fits better for the most type of characters
  • Added a couple of building system ui improvements
  • Added a timer for deletion in building mode to prevent unwanted deletion of items
  • 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

Check out our social media links:

Update 0.33a

Hello everyone!
The game was just updated with version 0.33a


  • Merchant questline was added to the game, which will reward you with diplomat suit, that will allow to recruit one additional companion to your party
  • Added a few cutscenes to other faction questlines
  • Most of your companions models now can be customized with armor and weapons
  • Improved grass options
  • You can now cancel picked building with middle mouse button in house building mode
  • 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

Check out our social media links:

Patch 0.32e

A game was updated with version 0.32e:


  • Dodging doesnt require stamina anymore
  • Blocking requires less stamina
  • blood demon spends less stamina on attack
  • blocking is now more responsive
  • Improved elemental beam animation and responsiveness
  • Fixed bug with player level requirements for summoning skeleton mages
  • Fixed the bug with focus the element lightning not triggering
  • Fixed few small bugs

Patch 0.32d

The game was just updated with version 0.32d:


  • Ladder and rope interactions were improved
  • You can now spilt stacks of items in inventory by pressing Shift + Left click
  • Improved optimization of new grass system
  • Elemental attack damage increased overall by about 30% and it scales better with player level
  • Elemental attack with wind elemental cooldown decreased to 3 sec, but its damage also decreased 3x times
  • Elemental beam damage increased greatly and you can now move while casting it
  • Skeletons and mage skeletons attack speed decreased by about 40%, and their damage and health decreased (and abomination) about 20%
  • Fixed few bugs and issues

Patch 0.32c

A game was updated with patch 0.32c:


  • After receiving some feedback, I decided to return player pulling function of lasso level 2 back into the game, and added it to weapon throw ability. Weapon throw level 3 ability was also modified to add slow effect instead of pulling multiple people
  • Wind element speed bonus was reduced to 15% from 20%
  • Elemental attack and focus the element max range was reduced to 60 from 100


Update 0.32a

Hello everyone!

The game was just updated with version 0.32a

In this update I've implemented a number of pretty huge changes, in an effort to make the combat better, fluid and more responsive overall. It's still not final, ofcourse, and will require some testing, I am really interested in your opinions.

Melee combat



The biggest change with melee is reworking of the stamina system. Originally, I intended stamina to throttle combat, preventing player to infinitely stunlocking enemies wiht melee attacks, but there was a number of problems with that approach, the biggest one is stamina starving preventing you to effectively use of your combat abilities.
Now you won't use stamina for simple attacks, you will only use it for melee abilities like powerful strike or whirlwind. Consequently, the enemies stagger reactions were reworked, now you will knockback them at the end of the combo, giving them a chance to attack back. Enemies are now also more aggressive, they are quicker to attack after stagger, and also a lot of them have improved effects before attacking. Stamina will restore slower, you will have lesser stamina overall, running will consume less stamina, and your basic melee damage was reduced by about 30%.

Some of the abilities can now be performing in the middle of the attack, and the input queue was smoothed out to make the combat more responsive. For example you can use warscream when you are attacking, and it will not break your attack sequence, it will just apply an effect.

There were also a number of additional impact effects added in melee to improve audio-visual feedback.

Abilities trees changes



I've added a bunch of changes to the abilities, mainly streamlining and focusing a lot of them into certain playstyles. All the talents are now divided into categories, to make it easier to choose what you want to focus on.

Ferocity:



Most of the main abilities in ferocity tree were improved in damage, and got cooldowns removed, so you can use them freely while you have stamina. Biggest change for this tree is execute, which was reworked into passive, which would allow you to perform cool executions on enemies. The implementation of this still could be somewhat clunky, and I will polish it more in the future, also would glad to hear your feedback.

Combat mastery:


Combat mastery was changed the most out of all ability trees. Since the beginning the tree was a little confusing in regards of its purpose. I tried to streamline it, and focus it into 3 small groups: Improving your basic combo attacks, a couple of defesive and control abilities, and magic-melee abilities. There is a lot of cool stuff there, and I'm really interested in your opinions.

Elemental magic:


Elemental magic was changed a lot. Previously, you could cast spells while on the run, and you had a lot of abilities that can only be casted at close distance. To balance this, none of the magic had any knockdown impact. While this made mage a very dynamic playstyle, it also made magic feel floaty and non-impactful and it was also very dangerous to run around in close range with enemies, seeing how mages couldn't really take huge hits.
Now all of the elemental spells will root you in place with animation, they were redesigned to be casted at huge distance and they will apply a huge stagger effects on enemies. Also a lot of cool casting effects were added. So elemental magic is now about engaging enemies at long long distance and keeping them there.
Also most of the spells with other elements were streamlined into raw damage, so you could viably make build like raw dark magic caster, or raw holy damage caster. So, now, if you want to go nature magic for example, you can learn more of the nature tree abilities and get summons/buffs/heals, or you can learn more elemental tree abilities and use it with nature element to get raw nature caster. Same goes for dark and light.

Nature magic:


Nature magic was changed a lot too, mainly focusing it into two playstyles - werewolf one and plant summons. Now you will be able to use most of the nature spells in werewolf form, things like drain water or bark and thorns. Absorb element spell was replaced with cool beast style attack spell instead, and fill the earth spell was reworked.

Dark magic:


The biggest change with dark magic was to make summons dynamically scale their damage/health with your current dark magic and overall magic power, so you can't just summon minions with dark magic armor and then change it to melee armor for example, your minions will become weaker. This also makes minions scale with your magic power buffs nly when they are active. And also... I've replaced useless dark scream spell with summoning HUGE AWESOME BONE DRAGON instead (Seriously, this thing is really cool)

Holy magic:


Holy magic was buffed a lot with a bunch of damage increases, cool new abilities and passives. Mainly paladin seal was improved a lot.

Archery:


Archery was a little bit nerfed in terms of raw damage, and slo-mo in the air now requires stamina to do. I've also streamlined enchant arrow into one type of arrow - frozen one, and it is more effective now.

Improved grass shading



I've also finally added a change I wanted to add a long time ago - improved grass shading. This should make grass look better and moore performant, add cool new effects like reactions of player walking around, better wind wavering and weather reactions.

Other changes:




  • Basic attributes are now more infuential on your damage
  • An option to disable screen shake was added
  • Changes to keybinds change process
  • You can now rename your companions (And your dog, yes)
  • Traning dummy was added to the house building, which will show your DPS when you attack it
  • New effects of player damage and voicelines when you have no mana/stamina
  • Added new guardian armor to warrior faction merchant
  • A bunch of new interface improvements
  • A lot of small bug fixes




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: