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Edengrall News

Friday Progress Report 374

We found a problem with how the cooking taste and nutrient caps were applied causing issues if players stacked high value ingredients with effects that boosted the values above 100, the problem has been fixed and you can now work with high taste and nutrient values and the 100 cap will only apply on the final result.



This required adding a new tag on every single ingredient, it should update correctly on existing saves, but just to be safe start a new game if you enjoy minmaxing the cooking.

We also had time to add a new edible forage, Witchhat Catcaps will spawn during winter, harvest them before the cat ears pop as the spores are toxic and you cannot eat the mushroom flesh after the spores form.



With this we have reached 40 wild forageables, 45 fish and 80 critters spread through the seasons and biomes, this is a lot of content most players don't notice at first, the game also doesn't really give any tips, so we will work on it, NPCs will give you tips and trivia on the nature bounty of Edengrall, and after getting the tips your collections screen will show where and when to get the critter or fish with more detail.

0.71.3.2

Features:
Added a new forageable: Witchhat catcap, grows during winter

Changes:
Changed second ingredient effect of Flathead catfish and the two last ingredient effects of Scamp
Changed how cooking score influences nutrient gain

Bugfixes:
Fixed many cooking bugs

Friday Progress Report 373

We are out of funds and got part time jobs, so our attention will be split between other work and the game, this will go on until the end of the year, and we hope we can make enough to push through until the game becomes profitable and we can go back to fulltime development.

So expect the next reports to be thinner, but we hope we will still be able to finish the Fairy Colony by December.



On the optimization efforts: We didn't manage to increase the FPS too much, looks like there is another bottleneck we haven't identified yet, but we got a reduction on GPU use when the player is far from the town.

This change will be on the update going up today.
-Edit-
Correction: we made a mistake when measuring the impact of the changes, and it was much less than we thought, it is not a 40% performance gain unfortunately, sorry.




Other than optimizations we added 2 new critters. We have more ideas for optimizations to go through next week.

Tiny Patch

Added new critter: Peeba

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.