1. Edengrall
  2. News

Edengrall News

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.

V0.44.0.0

Features:
NPCs have things to say.
NPCs blink and sleep.
The sickle can cut grass, it gives different items than the scythe
Added a option to pick whenever a notification appears on right or left side or disabled.

Bugfixes:
Sheep girls no longer sink into their beds when sleeping, this most likely fixed other similar animation bugs

Friday Progress Report 270

Strength will be implemented soon as we add tool specials for AoE actions using the tools.



We made a big change to the cooking system, all mentions of calories have been removed and all calorie-related effects have been replaced, calories in human diets are a very outdated concept and do not represent actual nutritional or energetic value of food, also the game already has enough stats.



There is now a new UI settings menu, so you can hide and change some UI elements, most of these options were already in the game before, but were on gameplay or graphics where they don’t really belong.



The Cheat menu has been removed from the game and is now an official mod

The cheat mod has source included for anyone who wishes to make mods with scripts and need a working sample, when I have more time I will update the modding guide using the cheat menu as sample for complex mods.



Faerie village progress: more than 20 different UI elements have been created (but not implemented yet) and I began working on the faerie model, there are still many assets to make, now that we see how much needs to be done we can tell the faerie village will not be done this month, and should take up to late September.