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Friday Progress Report 372



New fluffy and delicious edible critter added, the Korscha is found during winter and early spring on the bamboo forest and flower fields.

This week there wasn't much progress because we are testing a new LOD system that will be vital for the map expansion and might improve the FPS when looking towards the town as things that for some reason are not occluding will at least have super efficient LOD models.



Here a test with 10k plants, with the new LOD the FPS is 900, when the plants render fully it is 250
The plants were already very optimized, so these results are better than expected.

While my brother works on the new optimizations and starts applying it to the game I am working on a new fluffy critter.



The update will be up as soon as we manage to set the new build as the default branch, right now it seems that Steam is having technical problems with this.

0.71.2.2

Features:
Implemented a hotkey to combine all seeds of the same type.
Implemented a hotkey to split items into a container.
Added two new autumn aquatic edible critters.

Changes:
Fairy particles and hair ornaments now match her dress color.
Added a slight position variation to the fairy resting position

Bugfix:
Fixed some baits not having the right range and effectiveness as they should.
Fixed the butchering table freezing up once you butcher something
Fixed the cutscene fairy particles not changing color

Friday Progress Report 371

Next patch (probably going up tonight) is going to have a a bit of extra content as well as fixes, QoL and small details

The fairy hair accessories now updates with the dress color, the fairy also has sparking particles now (also has the same color as the dress)



When placing items in chests you can now split the stack and store it partially.



And there will be two new autumn aquatic critters, they are edible and have very high quality meat, I wonder how many of you will recognize these references.


I will resume making the food models when my brother gets close to implementing them in the game, it is quite pointless to make more right now. So I will add more critters for now.

Also next week my brother is going to try implementing some aggressive LoD for furniture and the NPCs, if all go well the FPS inside the city might increase by 10 or more frames.

0.71.2.1

Bugfix:
Fixed fairy related nullpointers
Fixed a shirt getting transparent when wet
Fixed fertilizers not working
Fixed building prefabs not working after loading a save file

0.71.2.0

Features:
Added new keybinds for the fishing.

Chages:
Added placeholder icons for cocoa powder and flowering broccoli
Improved the keybinding menu
Improved some sound effects, especially in the intro cutscene
Replaced the static chest with a usable chest in the player room

Bugfix:
NPC furniture can no longer be destroyed
Fixed one of Frederick quests not showing up properly
Fixed two missing names for wild crops
Fixed several typos
Added more layers of failchecking for the fairy animations related to spotting a critter
Fixed the water shader during twilight
Fixed the collections screen disagreeing with the fishing screen whenever a fish was king sized or not
You can no longer fail fishing by opening menus by accident