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Edengrall News

V0.57.0.4

Bugfixes:
Fixed a minor UI bug

Friday Progress Report 300

The quest overhaul is finally done, took a lot longer than expected, we found a lot of big glitches while working on the update, luckily we managed to nuke them all (except for a minor bug that embarrassingly enough shows up on the trailer, but don't worry it doesn't break anything and it will be fixed today)

The gameloop now includes the NPCs, previously interactions with the citizens of Edengrall was mostly buying items from them since most people just ignored the quests,

The new quests give you more reasons to grow crops, fish and capture critters, they also alert you to types of critters and fish you haven't seen yet and since the NPCs only ask for things that are in season, as soon as you see someone requesting a new critter you can be sure it can be found somewhere.

The next feature we will work on is the end-day screen, when midnight hits a popup (can be disabled on the options) will show your progress in the previous 24 hours, including money earned/spent, skills gained, items gathered, new collectables discovered and NPC friendship gained.

After that we finish it the work on the Exploration update begins with the first feature being the new forageable spawner that will bring Dandelions, Violets and Cattails to the world as well as the new tool, the Shovel and artifact hunting.

Then we will overhaul the grass and start expanding the terrain, starting by unlocking the zone to the east, the pillar coral reef.

Quest Update

We have reworked the quest system, NPCs will no longer ask for finished food (that you cannot buy in shops), but raw resources instead, mostly fish, critters and crops.



Each character has their own quest list and can ask for up to 3 items, you get paid for each item delivered, and if you deliver all requested items you will also gain extra friendship with the NPC.

NPCs now have lines when requesting items and when you deliver something, adding more personality to each character.

We also improved the feedback when you earn money and your current funds are shown on the UI under the calendar.

Also we removed the taste specifications of NPCs, making the ideal dish is complicated enough, having to take NPC tastes in consideration makes the system too overwhelming.


We also added this little goober (should appear by the river during summer)

v0.57.0.3

Features:
Reworked the quest system
Added money counter under the calendar
Added river goobers

Changes:
Now there is an animation for collecting things with your hand
Fish loses interest if you move the hook too far

Bugfixes:
An issue where the toolbar would be clicked through the prefab screen was fixed.
Fixed an issue with the save/load screen showing the incorrect season for a save
Fixed a bug where going to the main menu broke the hand collection
You can no longer spend more money than you have.
Fixed bugs related to copy and pasting large buildings
Fixed a serious UI bug related to having all tutorials complete
You can no longer disable the main mod of the game
Using tool on empty air no longer gives experience
The Apply button in the graphics settings also apply resolution changes
The graphics settings no longer ignores input resolutions (previously it would only consider the drop down)
Fixed a couple bugs related to uploading items to the steam workshop

Friday Progress Report 299

The quest update has been delayed a bit, we have some serious bugs to hunt before release, specially an old bug we thought was gone, but was reported again recently, the worst part is that we cannot reproduce the bug even when loading the reported saves,

While my brother was finishing the update I made some new assets, Money will now be displayed in the Main UI, taking away the placeholder plain message that used to tell the player they received money.



We are going to add a new critter as well as the new weeds after this update, but now that some more serious issues have been reported i will change focus from adding assets to trying to reproduce the bugs so my brother can fix them.



The ingredients for the Dandelion, Violet and Cattail are done too by the way, but we can't add them to the game yet, we need to finish this update and then rework the forageable spawners to add them to the game properly.

Friday Progress Report 298

The quests are talking a bit more than expected, the old system was a lot less flexible than we remembered, but they are almost done, As soon as we finish hunting the bugs we will release the Questing update.



Every NPC has their own quests, asking for critters, fish, crops and forage, in the future more items will be added to the list as we implement them.

Quests are easily moddable as they are entirely contained in XML files.

While my brother finishes up the quests I begun working on the exploration update, starting with small forage, the first plants we will be adding will be both pretty and edible.

Dandelion


A very common weed with pretty yellow flowers, did you know they are edible? The entire plant can be eaten, despite the weak nutrition and bad taste, there will be ways to prepare them and make it a decent ingredient. Dandelions will spawn in the areas between grasslands and cliffs or roads.

Violet


Violets are also edible and despite being cultivated in gardens IRL they are indeed weeds. They will grow in small patches in the middle of grasslands.

I am also making cattails as a new grass type, but it won't be harvestable until we add the shovel that will allow the player to gather the edible roots.

Keep in mind that these forageables will not be as abundant as they are now, most of them will take a full year to respawn, so choosing to harvest and use them all at once can lead to a nasty winter.