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Edengrall News

V0.66.5.0

Features:
Added two new critters
Plants now make noises when you walk through them
Forageables are now blocked by your buildings and crop tiles, no longer spawning on top of them

Changes:
Fixed some creature spawners not working anymore
Replaced all critter glow effects from light sources to prettier particles
Forageables spawns are now seeded
Added glow to Anglerfish Esca

Bugfixes:
Ensured config files are read/saved in UTF8
Fixed multiple tool related nullpointers
Fixed a command bar divide by zero
Fixed a nullpointer in the character customization
Added missing text files to the key remap screen
Fixed an issue with closing the cooking window prematurely.
Fixed an issue that caused several critters to not spawn

Friday Progress Report 346

We are finishing up the forage update, this last part includes plants shaking when the player moves through them, buildings blocking forage spawn and other smaller details.



We have also added 2 new critters and 2 new fish, they will be the last critters and fish added for a while as I will move towards modeling something new and bigger. We have now a total of 74 critters and 42 fish.

The update should be up this weekend, maybe Sunday.

After finalizing the Forageable Update we will start working on changing a few parts of the code to allow players to start the game on any day of the year, this is the first farming sim (that I know of) that will allow players this kind of choice.

0.66.3.0

Features:
Made tool specials affect forageable. Scythe and hoe destroys them, Sickle harvest them if possible
Added most crops as forageables
Forageable plants have a significant stamina cost to harvest and have low quality/quantity, the penalty reduces with Forage skill
Forageable seeds always have the Wild trait and the trait quality is based off your Forage skill
New forageable "Fronspruina"

Changes:
Changed grass colors during late spring and summer to make it less saturated
Catarina is a harder worker now, she no longer stops working during noon
Fixed crop particles, they no longer scale if the camera is far away
Added many new crop particles for specific plant stages
Switched Dandelion and Violet spawn periods, Violets will now spawn during spring/summer
Made king sized fish 3 times more common
Carps now have Jump as a move
Blocked forageables from spawning in certain places

Bugfix:
Fixed an issue with the intro scene ignoring grass LOD configurations
Fixed water again

Friday Progress Report 345

The update should be up tomorrow, there is one last feature we need to finish.



Now a wild version of every crop will be able to spawn randomly, each has a specific biome and time period for spawning and only do so once per year.
Wild crops have a significant stamina cost to harvest and have a much lower yield than cultivated ones, they also have lesser quality, the quality penalty can be negated by leveling the Forage skill.
Seeds from these wild crops always have the "Wild Plant" negative trait and the quality of other traits is based off your Forage skill.

This will add a lot of variety and color to the world as well as a new activity in Foraging, which was already possible with the new forage-only plants we added previously, but now you can expect to always have something different to harvest in the wild.

We are also making King-sized fish (these are fish with maximum size for their species) a lot more common, so you will be able to enjoy harder fights and have an easier time filling your fish collection.



There are a bunch of other smaller changes like Catarina shops no longer closes during noon to 2 PM and carps now jump, but these you will be seeing in the patch notes as soon as the update drops.

We will keep trying to make smaller patches like this for the following months, releasing something every 1 or 2 weeks, in the plans for following updates are Starvation, being able to choose your starting day and Mining rocks with the Mining pick as a new tool.

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.