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Friday Progress Report 344

This week we have been busy bugfixing, but we also managed to finish the base of the survival mode, the update will be dropping today after a few more small bugfixes.



Survival mode has no freebies (you start with only tools and 100g), no tutorial and an infinite debt that increases exponentially every week, but in exchange you get a score at the end of your run based on your performance.

If you fail to pay the debt the run ends, you get scored and can continue playing in Sandbox, you can no longer increase your score unless you load an older save from before the gameover or start a new playthrough.

For those who like the relaxing no-pressure gameplay we had before it is still available in Sandbox mode, nothing changed there, except you now begin with some extra building materials so you can make a small house from the very start.

Next week we will be finishing up the Forage system by adding a wild version of crops to the system, so you will be able to see wild turnips and carrots growing randomly.

0.66.0.rc4

Changes:
The fishing bobber now also spawns critters nearby, so fishing from the top of the lighthouse now spawns undersea fish
Every time you catch a fish of the same species as your caught before they become slightly easier by lowering the fish defense by 1%. commulative up to 50%
Addeded stamina cost to harvesting forageables and it now gives harvesting exp
Made characters less plastic
Increased the amount of starting items gained in sandbox mode
Reduced fishing exp gain
Changed fish stamina calculations
Changed item sell prices
Dexterity no longer increases the fishing bar size, now reduces how much it shrinks on big pulls

Bugfix: Fixed a severe issue with the shop system where a function to delete non merchandise items sold to npc would also affect bought items - If you have any item that is decaying over time, sell/use it
Fixed an issue with selecting NPCs, they were completely ignored if there was anything else possible to select both behind and ahead of them. Now they are prioritized over forageables and crops, on top of the fix
Fixed an issue with Adam's bed material when playing as custom character
Fixed fireflies flight pattern when placed as pets
Fixed a softlock related to equipping the fishing rod while underwater
Fixed an issue with the charged hoe
Fixed a garden with missing grass
Fixed Adam's skin
Fixed a null pointer with the maul
Fixed some fish and insects spawning inside the walls
Fixed the candles on the entrance stairway's railings for the Tavern & Inn
Fixed flying critter fly speed for wasps and bees
Fixed missing texture on clinic chairs
Added the missing grass and tree in the library terrariums

V0.66.0.rc3 on Beta

Changes:
The fishing bobber now also spawns critters nearby, so fishing from the top of the lighthouse now spawns undersea fish
Every time you catch a fish of the same species as your caught before they become slightly easier by lowering the fish defense by 1%. commulative up to 50%

0.66.0.rc2 on Beta

Changes:
Addeded stamina cost to harvesting forageables and it now gives harvesting exp

Bugfix:
Fixed an issue with Adam's bed material when playing as custom character
Fixed fireflies flight pattern when placed as pets
Hiding tutorial no longer hides the debt display
Fixed a softlock related to equipping the fishing rod while underwater

Friday Progress Report 343

The survival mode is now on the beta branch, but is still being tested and it is very unbalanced, we will spend this week fixing it up and it should release in the main build by next Friday.

The current state of the game is now called Sandbox, and not only will still be accessible, but you will also start with more stuff now in Sandbox mode(enough building materials to make the sample workshop house). Survival mode starts with tools only and 100g, so spend them wisely.

If you want to jump on the beta in a day or two (after we do a bit of a rebalance) and give us some feedback it would be very helpful.

Right now in the survival mode the money will be automatically discounted from your pocket by the end of the week, in the future there will be an option to pay Reiko directly. There will also be debt discounts based on the resource we have half-implemented called "Favor", you will earn favor by watering NPC crops, doing quests for them and buying stuff from them.

If you fail to pay the weekly debt you will get a score based on your performance and will be put in Sandbox mode, so you can keep playing. To improve your score you will need to restart the playthrough.



Also I made new art for the game capsules, we are moving away from AI.