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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.

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%