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Edengrall News

V0.45.0.1

Changes:
Vastly increased the starting items in preparation for the tutorial

Bugfixes:
Fixed npcs floating over objects once again

Charged Tool Update

Hoe, Sickle, Scythe, Watering Can and the Seed bags have specials now, specials are activated by holding right click, your maximum charge level is based on the tool skill (Cultivation skill for seed bags) using specials spend a lot of stamina, but saves time.

The scythe cuts grass in a circle, it is the most stamina intensive tool to charge, but clears a huge area at maximum charge level.

The sickle cuts in a straight line, it collects a lot more seeds per grass cut than the scythe.



The Hoe creates pairs of soil tiles, creating up to 20 tiles total at maximum level, the tiles fit in the space cleared by the sickle special.

The seed bags fill pairs of soil tiles, following the same shape as the Hoe special, you still need to have enough seeds to use the special or your stamina will be wasted.

The watering can instantly irrigates a double line of tiles following the Hoe pattern, allowing players to clear, tile, sow and water 20 tiles at once without moving by chaining the specials at maximum level.

Also we opened a discord server

Patch Notes

V0.45.0.0 ~ 23.08.2022 ~ Unity 2020.3.36f1

Features:
Added charged use for the sickle, scythe, hoe, seed bags and watering can.
* Charging tools is inefficient unless you have the strength bonus from nutrients
* All tools start with charge level 1 unlocked, and each next level unlocks every 10 levels of their related skill starting at 20.
Implemented Strength, it reduces tool specials energy cost by 2% per point over 100.

Changes:
Greatly increased the amount of starting building materials
Increased the amount of starting turnip seeds

Bugfixes:
Fixed a save compatibility with previous versions related to the character screen.
Fixed NPCs face and body texture issues.
Fixed a bug with NPCs having no cooldown on friendship gains past day 2

Friday Progress Report 272

We have implemented Sickle and Scythe, Hoe and watering can are being worked on right now, should be done by next week.

The specials are activated by holding right click, the maximum level of charge is 10 with each level increasing the range and power of the charge, but also the stamina cost. Specials are less stamina efficient than using the tool normally unless you have high Strength, which will lower special stamina use.

The maximum level of charged specials is based on your tool skill level, later on when we add tool crafting and different materials the metal which your tool is made out will affect the max charge level too.

Scythe

This tool is made for clearing large amounts of grass, it awards less seeds per grass cut then the Sickle, but it is more stamina efficient for large areas.

Sickle



The special cuts grass in a straight line, just enough to clear space for a charged special for the Hoe, the sickle awards more seeds per grass cut.

Hoe (work in progress)

Creates a double tile line, farming in double lines is more efficient due to sprinklers being 2x2 and due to the fact that trellis crops block your path

Watering Can (work in progress)

Will also work in a double tile line, so that a path opened by the Sickle can be paved with the Hoe and irrigated by the Watering can specials without the player having to move.

Seed bags

If the player has enough seeds in the same stack he can also charge the seedbag to plant seeds in a double line. Seed bags charging levels are linked to the Cultivation skill.

We haven't had much progress on the Faeries, I was busy making animations for the specials this week.



V0.44.1.0

Features:
Rewrote the map menu with buttons for beds, gather spots and utensils.
Made all characters in the map clickable.
Clicking on the map buttons makes the map close and creates a trail from where you are to what you clicked.

Friday Progress Report 271

We have decided to delay the NPC update to get features that will be faster to do or that need a big urgent overhaul, we are also trying to make the game more intuitive and easier to get into.

But do not despair, we have given the NPCs some life, they now speak, blink, and close their eyes during sleep, you can also earn friendship by speaking with them daily and this changes their lines, of course this is very superficial and not even close to what we have planned.



With this you can have a sneak peek on their personalities and get some hints to their future events and possible interactions. These changes are already live in the current build.



In the quality of life part, we are adding buttons to the map that will spawn a line guiding the player towards the nearest bed (that you can use), gathering spots, cooking utensils and NPCs.

This will go live next week.



On the faerie village progress, The base model is mostly done, need texturing and of course all the hair and face variations, but unfortunately you won’t be seeing this model in game for at least 3 weeks, we still have the tool specials to implement and the basis of the faerie village which do not use the model.

After the faerie village we will take a full month off to remake the grass system, we have noticed many players have issues with the grass not loading properly (empty grass cubes) and other problems, to fix this we need a full remake, but this remake will allow for more optimizations, new features like changing grass color for seasonal changes, dynamic loading which will allow us to open up new parts of the map and more!

Only after this we will begin the NPC update.